[PATCH] wined3d: Validate window before setting fullscreen mode
Andrew Eikum
aeikum at codeweavers.com
Mon Aug 27 14:20:23 CDT 2018
Signed-off-by: Andrew Eikum <aeikum at codeweavers.com>
---
The main point here is that calling SetFullscreenState with the state
that is already set succeeds, even if the window is destroyed. Unreal
Engine 4 games depend on this, and Wine already passes this test.
The code changes are for the failure case, when trying to change the
state on a destroyed window. I don't have a game that depends on
this, so if you'd prefer a todo_wine and no code changes, I'm fine
with that, too.
dlls/dxgi/swapchain.c | 2 ++
dlls/dxgi/tests/dxgi.c | 6 +++++-
dlls/wined3d/swapchain.c | 10 ++++++++++
3 files changed, 17 insertions(+), 1 deletion(-)
diff --git a/dlls/dxgi/swapchain.c b/dlls/dxgi/swapchain.c
index 83e0f25674..ac40eb78f6 100644
--- a/dlls/dxgi/swapchain.c
+++ b/dlls/dxgi/swapchain.c
@@ -254,6 +254,8 @@ static HRESULT STDMETHODCALLTYPE DECLSPEC_HOTPATCH d3d11_swapchain_SetFullscreen
swapchain->target = target;
return S_OK;
}
+ else
+ hr = DXGI_ERROR_NOT_CURRENTLY_AVAILABLE;
if (target)
IDXGIOutput_Release(target);
diff --git a/dlls/dxgi/tests/dxgi.c b/dlls/dxgi/tests/dxgi.c
index 56065456eb..fc008ccdd7 100644
--- a/dlls/dxgi/tests/dxgi.c
+++ b/dlls/dxgi/tests/dxgi.c
@@ -2162,10 +2162,14 @@ static void test_set_fullscreen(void)
}
hr = IDXGISwapChain_SetFullscreenState(swapchain, FALSE, NULL);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ DestroyWindow(swapchain_desc.OutputWindow);
+ hr = IDXGISwapChain_SetFullscreenState(swapchain, FALSE, NULL);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDXGISwapChain_SetFullscreenState(swapchain, TRUE, NULL);
+ ok(hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE, "Got unexpected hr %#x.\n", hr);
refcount = IDXGISwapChain_Release(swapchain);
ok(!refcount, "IDXGISwapChain has %u references left.\n", refcount);
- DestroyWindow(swapchain_desc.OutputWindow);
swapchain_desc.OutputWindow = CreateWindowA("static", "dxgi_test", 0, 0, 0, 400, 200, 0, 0, 0, 0);
check_window_fullscreen_state(swapchain_desc.OutputWindow, &initial_state.fullscreen_state);
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &swapchain_desc, &swapchain);
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 8200bdd5e0..a51027267e 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -1408,6 +1408,9 @@ HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapcha
return hr;
}
+ if (!IsWindow(swapchain->device_window))
+ return WINED3DERR_NOTAVAILABLE;
+
wined3d_device_setup_fullscreen_window(device, swapchain->device_window, width, height);
}
else
@@ -1416,6 +1419,9 @@ HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapcha
BOOL filter_messages = device->filter_messages;
device->filter_messages = TRUE;
+ if (!IsWindow(swapchain->device_window))
+ return WINED3DERR_NOTAVAILABLE;
+
MoveWindow(swapchain->device_window, 0, 0, width, height, TRUE);
ShowWindow(swapchain->device_window, SW_SHOW);
@@ -1427,6 +1433,10 @@ HRESULT CDECL wined3d_swapchain_set_fullscreen(struct wined3d_swapchain *swapcha
{
/* Fullscreen -> windowed switch */
RECT *window_rect = NULL;
+
+ if (!IsWindow(swapchain->device_window))
+ return WINED3DERR_NOTAVAILABLE;
+
if (swapchain->desc.flags & WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT)
window_rect = &swapchain->original_window_rect;
wined3d_device_restore_fullscreen_window(device, swapchain->device_window, window_rect);
--
2.18.0
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